<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - arraycamera</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				margin: 0px;
				background-color: #000000;
				overflow: hidden;
			}
		</style>
	</head>
	<body>

		<script src="../build/three.js"></script>

		<script>

			var camera, scene, renderer;
			var mesh;

			init();
			animate();

			function init() {

				var AMOUNT = 6;
				var SIZE = 1 / AMOUNT;
				var ASPECT_RATIO = window.innerWidth / window.innerHeight;

				var cameras = [];

				for ( var y = 0; y < AMOUNT; y ++ ) {

					for ( var x = 0; x < AMOUNT; x ++ ) {

						var subcamera = new THREE.PerspectiveCamera( 40, ASPECT_RATIO, 0.1, 10 );
						subcamera.bounds = new THREE.Vector4( x / AMOUNT, y / AMOUNT, SIZE, SIZE );
						subcamera.position.x = ( x / AMOUNT ) - 0.5;
						subcamera.position.y = 0.5 - ( y / AMOUNT );
						subcamera.position.z = 1.5;
						subcamera.position.multiplyScalar( 2 );
						subcamera.lookAt( 0, 0, 0 );
						subcamera.updateMatrixWorld();
						cameras.push( subcamera );

					}

				}

				camera = new THREE.ArrayCamera( cameras );
				camera.position.z = 3;

				scene = new THREE.Scene();

				scene.add( new THREE.AmbientLight( 0x222244 ) );

				var light = new THREE.DirectionalLight();
				light.position.set( 0.5, 0.5, 1 );
				light.castShadow = true;
				light.shadow.camera.zoom = 4; // tighter shadow map
				scene.add( light );

				var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
				var material = new THREE.MeshPhongMaterial( { color: 0x000066 } );

				var background = new THREE.Mesh( geometry, material );
				background.receiveShadow = true;
				background.position.set( 0, 0, - 1 );
				scene.add( background );

				var geometry = new THREE.CylinderBufferGeometry( 0.5, 0.5, 1, 32 );
				var material = new THREE.MeshPhongMaterial( { color: 0xff0000 } );

				mesh = new THREE.Mesh( geometry, material );
				mesh.castShadow = true;
				mesh.receiveShadow = true;
				scene.add( mesh );

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.shadowMap.enabled = true;
				document.body.appendChild( renderer.domElement );

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				mesh.rotation.x += 0.005;
				mesh.rotation.z += 0.01;

				renderer.render( scene, camera );

				requestAnimationFrame( animate );

			}

		</script>

	</body>
</html>
